Remove non-touch related deprecated APIs
[platform/core/uifw/dali-toolkit.git] / automated-tests / src / dali-toolkit / utc-Dali-VisualFactory.cpp
index a2e3f03..c78d090 100644 (file)
@@ -24,6 +24,7 @@
 #include <dali-toolkit/devel-api/visuals/image-visual-properties-devel.h>
 #include <dali-toolkit/internal/visuals/npatch-loader.h>
 #include <dali/devel-api/adaptor-framework/image-loading.h>
+#include <dali-toolkit/devel-api/utility/npatch-utilities.h>
 #include "dummy-control.h"
 
 #include <dali/integration-api/debug.h>
@@ -33,7 +34,7 @@ using namespace Dali::Toolkit;
 
 namespace
 {
-typedef Toolkit::Internal::NPatchLoader::StretchRanges StretchRanges;
+typedef Toolkit::NPatchUtility::StretchRanges StretchRanges;
 
 const char* TEST_9_PATCH_FILE_NAME =  TEST_RESOURCE_DIR  "/demo-tile-texture-focused.9.png";
 const char* TEST_NPATCH_FILE_NAME =  TEST_RESOURCE_DIR  "/heartsframe.9.png";
@@ -831,18 +832,6 @@ int UtcDaliVisualFactoryGetNPatchVisual4(void)
 
   textureTrace.Reset();
 
-  ResourceImage image = ResourceImage::New( TEST_9_PATCH_FILE_NAME );
-  Visual::Base nPatchVisual = factory.CreateVisual( image );
-
-  DummyControl actor1 = DummyControl::New(true);
-  TestVisualRender( application, actor1, nPatchVisual );
-
-  DALI_TEST_EQUALS( textureTrace.CountMethod("BindTexture"), 0, TEST_LOCATION );  // The same texture should be used with the first visual.
-
-  naturalSize = Vector2( 0.0f, 0.0f );
-  nPatchVisual.GetNaturalSize( naturalSize );
-  DALI_TEST_EQUALS( naturalSize, Vector2( imageSize.GetWidth() - 2.0f, imageSize.GetHeight() - 2.0f ), TEST_LOCATION );
-
   END_TEST;
 }
 
@@ -1717,7 +1706,7 @@ int UtcDaliVisualFactoryGetPrimitiveVisual4(void)
   //Set up visual properties.
   Property::Map propertyMap;
   propertyMap.Insert( Toolkit::Visual::Property::TYPE, Visual::PRIMITIVE );
-  propertyMap.Insert( PrimitiveVisual::Property::SHAPE, PrimitiveVisual::Shape::CONICAL_FRUSTRUM );
+  propertyMap.Insert( PrimitiveVisual::Property::SHAPE, PrimitiveVisual::Shape::CONICAL_FRUSTUM );
   propertyMap.Insert( PrimitiveVisual::Property::MIX_COLOR, Vector4( 0.5, 0.5, 0.5, 1.0 ) );
   propertyMap.Insert( PrimitiveVisual::Property::SLICES, 10 );
   propertyMap.Insert( PrimitiveVisual::Property::SCALE_TOP_RADIUS, 30.0f );